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Frequently Asked Questions

Quick answers to common questions about our water simulation plugins. Can't find what you're looking for? Ask on Discord!

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General

All plugins are continuously updated to support the latest UE5.x release. We maintain compatibility with the current engine version as our primary focus. Previous engine versions remain functional but are not actively maintained due to significant engine-level changes between releases.

No. Both products serve different use cases. Legacy is optimized for broad hardware compatibility and consistent performance across mid-range GPUs. NextGen leverages advanced rendering techniques (FFT spectral waves, GPU QuadTree tessellation) for high-end systems and cinematic applications. Select based on your target hardware and visual requirements.

Yes. All plugins purchased through FAB include a full commercial license. You may ship games, simulations, and commercial products using our water systems without additional licensing fees.

Refund policies are managed by Epic Games through the FAB marketplace. Please contact their support team for refund requests within the applicable eligibility window.

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Technical

Download from FAB, extract to your project's Plugins directory, and enable via the Plugins menu in Unreal Editor. Refer to our setup documentation for detailed integration instructions.

Verify the following: (1) Plugin is enabled in Project Settings, (2) Ocean actor is placed in your level, (3) Lumen or compatible global illumination is configured, (4) Post-process volume is present with appropriate settings.

Yes. Our buoyancy system fully supports both Blueprint and C++ physics actors. Attach the Buoyancy component and configure mass distribution, pontoon placement, and drag coefficients for realistic water interaction.

Oceanology supports one primary ocean per level for optimal performance. For projects requiring multiple water bodies, combine Oceanology (ocean) with Riverology (rivers, lakes) for seamless multi-body water environments.

Key optimization parameters include: tessellation distance, FFT resolution, LOD bias settings, and selective feature toggling (caustics, foam, subsurface scattering). Consult the performance documentation for hardware-specific recommendations.

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Multiplayer

Yes. Wave simulation is fully deterministic and synchronized across all clients. Buoyancy physics and swimming mechanics are designed for replicated actor support in networked environments.

Waves utilize a shared time seed ensuring all clients compute identical wave positions independently. This approach eliminates network bandwidth overhead for wave synchronization.

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Support

Submit a detailed report in #support on our Discord server. Include: plugin version, Unreal Engine version, reproduction steps, and relevant logs or screenshots.

Post feature requests in #feature-requests on Discord. We evaluate community suggestions regularly and prioritize based on technical feasibility and demand.

Standard support response time is 24-48 hours. Priority support with expedited response is available to verified @EPIC GAMES members through our Linked Roles system.

Still Have Questions?

Our community is here to help. Join Discord or check the documentation.